Files
UnrealEngineUWP/Engine/Source/Runtime/GeometryCore/Public/Image
Ryan Schmidt fb80769bfd AutoLOD:
- add support for a Settings Preset, as an explicit Asset type. UStaticMeshLODGenerationSettings contains a copy of the GenerateProcess Settings, UStaticMeshLODGenerationSettingsFactory allows this UObject to be used as an Asset in the Editor.  UGenerateStaticMeshLODAssetTool now has a Preset slot, and action buttons to Read/Write to the currently-selected Settings Asset. New Settings Asset can be created via the Asset Picker popup in the Tool, currently creating via the New Asset menu is disabled via UStaticMeshLODGenerationSettingsFactory::GetMenuCategories()
- UGenerateStaticMeshLODProcess now automatically ignores input textures that have a constant value
- UGenerateStaticMeshLODProcess now skips writing output NormalMap and MultiTexture if they are not referenced by any output Materials
- UGenerateStaticMeshLODProcess now supports configuring whether a Texture or Material will be considered for Baking. If disabled, then the source Texture/Material is used (currently the Textures are still baked, they are just ignored while configuring/writing the outputs).
- UGenerateStaticMeshLODAssetTool now exposes lists of source Texture and Materials with option to skip baking (used to configure the above options)
- wrote header comments for UGenerateStaticMeshLODProcess
- overall cleanup in  UGenerateStaticMeshLODAssetTool, ie category names, organization, etc

- add TImageBuilder::IsConstantValue(), checks if all pixels of image are the same value

#rb tyson.brochu
#rnx
#jira none
#preflight 6137ae4fd9c85a00013838c1

[CL 17449788 by Ryan Schmidt in ue5-main branch]
2021-09-07 16:48:57 -04:00
..
2021-09-07 16:48:57 -04:00